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<blockquote data-quote="Emongnome" data-source="post: 413884" data-attributes="member: 7061"><p>When creating encounter ideas, the hardest part for me was trying not to "force" the players into a particular situation, no matter how much you work on it. The players should have a chance to "tip the scales" and circumvent a particular trap, like your Encounter 1. If they approach carefully, allow them the opportunity (as easy or difficult as you want) to bypass it in some way. Simplifying the encounter with good planning or role-playing is as rewarding to the players as running blindly into a difficult situation and barely scraping out of it.</p><p></p><p>As for Encounter 2, it's perfectly fine to have traps in an area far beyond the abilities of the creatures living there. Maybe it was traps from long ago, that the goblins eventually found a way to get around, after suffering losses and learning better. "The Forge of Fury" WotC module is an example of that: though creatures call the caves their home, there are still areas in there that they learned never to go into, and some traps to avoid. So long as there is a history behind the traps and situations, then have at it.</p></blockquote><p></p>
[QUOTE="Emongnome, post: 413884, member: 7061"] When creating encounter ideas, the hardest part for me was trying not to "force" the players into a particular situation, no matter how much you work on it. The players should have a chance to "tip the scales" and circumvent a particular trap, like your Encounter 1. If they approach carefully, allow them the opportunity (as easy or difficult as you want) to bypass it in some way. Simplifying the encounter with good planning or role-playing is as rewarding to the players as running blindly into a difficult situation and barely scraping out of it. As for Encounter 2, it's perfectly fine to have traps in an area far beyond the abilities of the creatures living there. Maybe it was traps from long ago, that the goblins eventually found a way to get around, after suffering losses and learning better. "The Forge of Fury" WotC module is an example of that: though creatures call the caves their home, there are still areas in there that they learned never to go into, and some traps to avoid. So long as there is a history behind the traps and situations, then have at it. [/QUOTE]
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